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hlsl source right? Can you share with me how to setup that?
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I guess there should be a profile for each. I had to specify "Effect (/fx)" since it started to complain about some vs_2_0 errors when compiling the pixel shader, I suspect because the VS2013 integrated HLSL Compiler can't distinguish a Vertex Shader from a Pixel Shader? Dunno if this messes up for me later.Īlso, both VS and PS had to have their entry function both be renamed to "main" since VShader and PShader are two names, and the "Entrypoint Name" only takes one? I don't really want $(OutDir)%(Filename).h to be the output folder, I want it to be placed in Projects\Game\Game where all the other source files are, not \Projects\Game\Release, what do I replace $(OutDir) with? In Visual Studo 2013 in Release: "Project-Properties -> HLSL Compiler -> Output Files -> Header File Name is set to $(OutDir)%(Filename).h" to enable the /Fh flag, and I deleted the "Object File Name" to clear the /Fo flag, I don't need to cso files. This outputs a C++ header file that declares an array containing the bytecode. cso file as an embedded resource, but an easier option might be to use /Fh option of fxc.exe. cso file containing the compiled bytecode. Basically you just add the shader source file to your project, and Visual Studio will execute a custom build step that runs fxc.exe and produces a. How do you setup that to work? Is it possible to take the shader binaries and add them as static linked resources so building a Release will add them automatically inside the executable? Just make sure that if you distribute your program, you also include the DLL for people running Windows 7 or Windows 8. You can just copy it into your project folder if you'd like. If you browse to C:\Program Files (x86)\Windows Kits\8.1\bin\圆4 on your development PC you'll find the DLL, along with the matching version of fxc.exe. The D3DCompiler DLL is included as part of the Windows SDK folder.